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Hello, everyone. This is a thread in which I will be discussing new Yu-Gi-Oh! card releases / spoiled releases in both the OCG and the TCG. The contents of this thread are entirely personal opinion, so kindly do not take offense at what my views on these cards are. I'm just your average person who plays DuelNet, so my opinions don't (shouldn't) carry too much weight, but I'm offering them anyway because I want to share.

Also this is kind of a creative outlet so yeah, let's start.

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November 10, 2012

Today I'm reviewing selections from Cosmo Blazer as well as the V-JUMP EDITION 8 of the Limited Edition series; Mermail and Flaming Star support will be looked at, as well as general cards of interest (whether competitive or humorous).

Probably the best piece of Genex Atlantean Mermail material so far, Mermail Abyssdine is very useful in making rank 3 Xyz monsters; swarming the field is not usually a bad thing, and both Abysspike and Abysslinde can easily set up the Abyssdine play flawlessly. Too bad the card you're supposed to make with these monsters - Abysstrite - isn't actually that great to actually Xyz for (or possibly even worth your time), since it requires 3 materials to make, and despite Spellskite being an awesome Mt:G card, Abysstrite's protection effect sadly isn't really applicable a lot of the time. It does have a nice interaction with Bahamut Shark, though, and it's not that bad when you do this, because Bahamut Shark's targets are usually neutered by being summoned by it anyways (see Acid Golem / Leviathan Dragon / Aero Shark), and Abysstrite's graveyard search is still pretty usable even without materials.

Wolfbark, being a FIRE Beast-Warrior has very usable typing (see: Phantom Beast Horn and Flaming Dance - Tenki), and it's fairly clear that although this card doesn't say Flaming Star in its name, it is basically Flaming Star support. Decently strong, very searchable, and is a Gishki Beast for the archetype - there is nothing bad, really, to say about this monster - it even makes instant Soko. This V-JUMP release is quite good.

Speaking of V-JUMP releases, Steadfast Flaming Star - Tokei [edit: why are they called Fire Fists now? and what the heck is with the new name?] was released in the same Limited Edition pack, and seems to be very useful for the deck - it has the ability to swap out a used Tenki for a fresh Tenki, for example - but I am a little worried about the deck's resilience a bit, since it doesn't have that many usable archetype-specific Spells and Traps (about 8 is the number, I think). Another small point in Tokei's favor is that if you use Ryushishin to summon it, it does some nice things (i.e. is a Tenki on a stick).

Finally, another decent Temperance / Justice / whatever target! It's a very cool card, and an instant level 6 Xyz if you want to go for that. Or you can just beat for damage. The card is pretty flexible and it might even not be that bad if you just tribute summon for it. Still sort of dead if drawn though, which is the sad thing ... maybe use some of the card-filtering exclusives and play around a bit with the build?

Some other support for Prophecy also got released, and all of them are decent. First, Spellbook of Sefer has a lot of neat things it can do (and can be stacked with another card it duplicates in the same turn), and I really like it. Fool of Prophecy also looks very useful for dumping specific cards for use with Sefer. I don't know how the archetype will turn out to play when it finally gets enough power cards to become strong, but these cards do look somewhat promising at least.

One of the two point removal Xyzs I'd like to talk about being released in Cosmo Blazer, this card is basically a somewhat worse version of Scrap Dragon with the catch of being on an Xyz (and thus being more easily summoned by the average deck). However, this card does have a few caveats: one, it has two pieces of ammunition (which is not that big of a problem ... the average Scrap Dragon does not live for that long anyways), and two, it requires some very specific Types to support its effect (as well as requiring a monster specifically). The Flaming Star [Fire Fist] archetype can support this, as well as the Heraldic Beast archetype and the soon-to-be-released Fire King archetype (the latter likes destroying its stuff a lot, so that's even cooler), so we'll see how this card goes in the next few months.

It's really nice that we're finally receiving on demand point removal on Xyz monsters in this set, and not with just Dire Wolf, but also this amazing (baller-tier!) card! This card is at least an even trade if it resolves since they lose a card automatically, and has the ability to brutally and powerfully simplify the game state by removing two cards from the opponent's field. (It's a +2 if you can make it with one card like Advanced Heraldry Art, of course.)

Lightning Plover's efficiency is astounding, and frankly I am perfectly okay with it having only 1900 ATK simply because of how good this card's effects are, I greatly anticipate the WIND archetypes we're going to be receiving in the next set after Cosmo Blazer. Returning to the bottom of the deck is basically as good as destroying, and returning to the top is obviously better than returning to the hand; with the smattering of Xyz monsters in the game, it shouldn't be hard at all in order to make some extreme plays with this card. Combine with Spiritual Wind Art - Miyabi? (Actually I am just in love with that card secretly, it's not that great of a combo - but Miyabi is a nice card.)

I love Lightning Plover; think it is a lovely card for wind types and is a difficult one to deal with if you have no response.

Reaper of Prophecy gives Prophecy's that dark Spellcaster option from deck now, since most decks I have seen don't run it. It's effect isn't bad, but you normally struggle to have a high number of spellbooks in grave, when you are using Towers effect; one for testing in my opinion.

Mermail Abyssdine is crazy, crazy good. Mermails are just getting so much spot light recently and cards like this will only add to it.

Doing a quick update on two fairly cool cards on the casual archetypes, Verz and Sacred (or "lswarm" and "Constellar" in the TCG). I will do an update on the Fire King archetype after more monsters are released, and right now it looks pretty promising, but I want to do that all at once so that will have to wait (!!). I do want to say, however, that it's very cool they're printing Pot of Duality at Common, at least for the OCG, and Rekindling will likely have very good synergy with the deck (the two Fire King Beasts - but not the Fire King God Beast - both have 200 DEF ... oh boy).

November 27, 2012

Level 4 - LIGHT - Fairy/Effect
1550 ATK / 1600 DEF
You can banish 1 "Constellar" monster from your Graveyard to
target 1 "Constellar" monster in your Graveyard; add that target
to your hand. You can only use this effect of "Constellar Sombres"
once per turn. During your Main Phase, if you used this effect
this turn: You can NormalSummon 1 "Constellar" monster in
addition to your Normal Summon/Set. (You can only gain this
effect once per turn.) Once during the turn this card is sent
to the Graveyard, you can Tribute Summon 1 "Constellar"
monster with 1 less Tribute than required.

You can banish 1 "lswarm" monster from your Graveyard to
target 1 "lswarm" monster in your Graveyard; add that target
to your hand. You can only use this effect of "Evilswarm Cercyon"
once per turn. During your Main Phase, if you used this effect
this turn: You can Normal Summon 1 "lswarm" monster in addition
to your Normal Summon/Set. (You can only gain this effect
once per turn.) Once during the turn this card is sent to
the Graveyard, you can Tribute Summon 1 "lswarm" monster
with 1 less Tribute than required.

The effects of these two cards are largely similar, but they have completely different usages. Sombres is an interesting card in that it is basically a Pollux with somewhat different requirements to get the extra summon (you can still only do it once per turn, so you can't stack Pollux with this) - however, you can recycle Kaust at no cost to yourself with this card to essentially make on-demand rank 3 to 5 Xyz monsters (one-card Tiras?!) without needing to have Kaust in hand. The secondary "you can summon a monster without [...]" is not as useful for the Constellar deck, since in order to benefit from it one would have to run level 5s in the first place (which can be pretty undesirable since they do clog up draws; sure you can make a cool Antares or Zubeneschamali play, but it's slow as well as inconsistent). The only way I can see it possibly working out is via Cyber Dragon / Ghost Ship, but even then it's pretty dicey - I'd recommend just ignoring that line and pretend Sombres' sole purpose is to be a recycler Pollux.

(side note: including it may mess up Super Rebirth plays but whatever it's still very good)

The Tribute-saving effect on Cercyon, on the other hand, is actually useful for Steelswarm decks, as Steelswarm can incorporate copies of Evilswarm Ophion with ease and doesn't really care about the summoning restriction it imposes. Cercyon's secondary effect serves just as well if you dump it by detaching it as an Xyz material with Ophion's effect - or, alternatively, Armageddon Knight or Foolish Burial's effect. Since Steelswarm run Foolish Burial to dump their Tribute fodder card already, Cercyon can be a good addition for when Scout is already in the graveyard. The recycling effect isn't bad either - you can play this card and then go to town with one of the Steelswarm bosses in your graveyard (even using this card as an additional Tribute if necessary). As for Cercyon's usages in an Evilswarm Xyz deck, that hardly needs much explanation - it's definitely a good addition, though not as automatic a 3-of as Evilswarm Castor because of the former's recycling restriction.

Paradios - or, as I used to call this card, Photonknight Paladius - has a cool effect, and is essentially a floater. It can beat over anything it wants to, and both the attack reduction and the effect negation are permanent. Sounds like the makings of a good card, right? Unfortunately not. Paradios is actually rather hard to make - much harder than something like Bahamut Shark, which can be summoned easily via Gishki Beast, for example, but still doesn't see a lot of play - because of its stringent requirement of 2 LIGHT monsters. This essentially means you use two Neos Alius to make this card: because of this however, this card is then vying for competition with the extremely strong Heroic Bro - Excalibro as well as Double Attack Ninja, and thus there is no real situation that you'd want to summon this card in, especially because it gets run over so easily by a multitude of threats (it can't even beat a Shock Master in battle... sigh). The other deck this could be good in is Chaos Ninja, but that deck has both the aforementioned alternative choices as well (and doesn't even want to summon Upstart Golden with the first Upstart Golden, since it would rather get Hanzo to fetch an Upstart Golden to hand instead). The only possible way this could work would be either in a Thunder Seahorse / Sishunder / Batteryman AAA sort of mishmash deck or a Rabbit deck with Alexandrite Dragon, but the former is not great as a deck choice in general while the latter would rather run Sabersaurus / Kabazauls / Evilswarm Heliotrope (for Laggia + Dolkka / Ophion action).

So unfortunately Paradios will have to sit in the corner being a card that nobody plays for now. Oh well.

First time I'm doing a review for an entire archetype. Okay, so: this is the WIND archetype that we've all been waiting for. The Phantom Beast Plane tokens are super cool, and the mechanic by which this archetype makes Xyz monsters and doesn't die ever is also super cool. This deck is probably the only deck that can claim to be able to, without focusing on doing so, make Superdimensional Robot Galaxy Destroyer... Not bad!

The tokens are open to being used for other effects as well: for example, this deck can play Spiritual Wind Art - Miyabi! Not that this is better than Compulsory a lot of the time, but it is a pretty cool card nevertheless. Yes, you have now seen me promote Miyabi twice, but that's because I really like its art and - okay I'm going to stop now.
Token Sundae might be interesting. Scramble is very good, Aerial Charge is definitely highly playable, and Barrel Roll has the potential to be very good (archetype-specific Kami no Senkoku? Konami pls). Iron Call? Gear Gigant X? Limiter Removal? Only time will tell. I'll revisit this with a deck later.

Individual snap judgments:

Hum-Strut is wonderful. Ray-Stealth is decent if only because of its S/T destruction ability. Mega-Raptor is also wonderful and does nice things with Aerial Charge. Tether-Wolf is playable but interesting ... it can beat over stuff and is definitely good but it's not particularly renewable or hugely play-making. Black-Falcon is alright and can be useful as a pseudo-combat trick on either player's turn, though with different purposes. Drago-SAC, being the boss monster of the archetype, is great at making tokens but has only a somewhat above-average effect (not being able to battle kind of sucks ... but the targeted destruction is very good).

Harpie's Pet Mirage Dragon has a decent effect; however it is probably overshadowed by Lightning Plover simply because of how ridiculous Lightning Plover is. Harpie Channeler is very nice - it gives some explosiveness to the deck and allows it to make big Xyz plays through only one Normal Summon (though there is still sadly a net loss in cards - before Lightning Plover hits the field, that is). Hysteric Sign is very very nice, and you can go to town with like 3 Hysteric Sign and only 1 Elegant Egotist (free Harpie Queen / Channeler from your deck). With Harpie's Hunting Grounds the deck might even be able to cut down on MST ... just nuke the opponent's backrow using Elegant Egotist.

I will definitely make a deck around these when they become available on DuelNet. Stay tuned.

It's actually fairly important to maintain field presence with these guys. This is why the opening of Ham-Strato into Mega-Raptor is so big of a deal - Mega-Raptor can then fetch a Black-Falcon for more token generation or another Ham-Strato to make some big plays. In fact Ham-Strato is so big that it's - I don't even okay it's just really good. The gist of the deck is what I expected; I might test with Aerial Charge (soonTM?) but somehow it seems too slow. Token Sundae seems good at first but is actually pretty bad, and Barrel Roll seems mediocre at first but is actually pretty good. Scramble is very mediocre and probably useless ... it is usually more practical to just play Creature Swap.

Consistency and keeping multiple monsters on the field is key. Aside from, you know, the crazy Birdman 101 plays where you bounce your Ham-Strato to make a Mist Wurm or your Tether-Wolf to make a Sirius (or other level 6, but we all know this deck has no Extra Deck space, so usually it's Sirius or Gaia Knight). This deck would be so amazing with Brio / Goyo / Trishula! God dommot Konomo.

So I know that a bunch of TCG exclusives have been released for Cosmo Blazer ... but I don't really have much to say except that Abyssteus is pretty okay, Medraut still doesn't make Noble Knights good (or even that playable) and Artorigus is fine but feels like it needs too much setup (we need more / better Noble Arms and a better engine), and the other three semi-notable cards - Elfuria, Vixen, and Spell Wall - are interesting but I don't know if they're playable (Spell Wall would be significantly better if it was a Spellbook card).

I'll update this thread shortly with my thoughts on some of the LTGY cards - they are pretty awesome. Fire Fists becoming even stronger ... welp.

I'd do a more comprehensive section on Fire Fists, but most people know how to play them already - basically Monkey / Bear / Dragon, sometimes Raven; that sums it up pretty well. Triple Tenki and Tensu and only one Tensen and Tenken (some builds run more Tensen, but).

A TCG exclusive that I missed out on from CBLZ to start! Then some Fire Fists from LTGY / other cards of interest.

You can discard 1 other WATER monster to the Graveyard;
Special Summon this card from your hand. When you do:
Add 1 Level 4 or lower "Mermail" monster from your Deck
to your hand. You can only use this effect of "Mermail
Abyssteus" once per turn.

This card is kind of a big deal actually - this may or may not remove the need to run Undine. Although Undine is a super strong freebie "play me and you get a +1" card, this card is also something like that. Plus it allows easier access to Abyssgaio and Big-Eye. Quite a strong choice.

2 Level 4 "Fire Fist" monsters
You can detach 2 Xyz Materials from this card to target
2 "Fire Fist" and/or "Fire Formation" cards you control or
in your Graveyard, and 2 face-up cards your opponent
controls or in their Graveyard; shuffle those targets into
the Deck. You can only use the effect of "Brotherhood
of the Fire Fist - Cardinal Commander" once per turn.

Tiaramisu for Fire Fists? Konami is clearly high. ... This significantly strengthens Fire Fists - though it is a little sad that you cannot make this with Wolfberk, so it's not -completely- broken, right? (No, it actually is, wtf. Free recycling means single Tensen and Tenken becomes even more cemented.)

If this card is flipped face-up: You can Set 1 "Fire
Formation" Trap Card directly from your Deck, then, if
this card was Flip Summoned, you can Set 1 "Fire
Formation" Spell Card directly from your Deck.

Downright Geargiarmor. Flip it and you get a +2! Even if someone attacks into it you still trade even (+1, then maybe lose the monster). However, its level is very wonky because it cannot be used for Cardinal Commander as an Xyz material, so it sits around doing essentially nothing.

Once per battle, during damage calculation, when a
"Fire Fist" monster you control battles: You can send
1 face-up "Fire Formation" Spell/Trap Card from your
side of the field and 1 "Fire Fist" monster from your
hand to the Graveyard; your battling monster gains
ATK equal to the original ATK of the monster sent to
the Graveyard, during damage calculation only.

Okay how about no. Combat tricks are good, but only if nobody sees them coming or if they're instantly activatable ... This card is neither of those. Mediocre. It's not super-terrible but it's likely not playable either. Maybe as a one-of at best?

If this card is in your Graveyard: You can send 2 "Fire
Fist" or "Fire Formation" cards from your hand and/or
your side of the field to the Graveyard; Special Summon
this card from your Graveyard. You can only use the
effect of "Brotherhood of the Fire Fist - Bull" once per
turn.

Also disappointing. Maybe you could discard it for Rhino and then SS it to make Cardinal Commander? Is this even worth a Normal Summon? (... No.) Although it can be noted that you could go Tenki -> Tensu -> summon this card -> go Xyz -> have the ability to SS this card from your graveyard. That's not terrible.

During the Main Phase of the turn this card was Normal
Summoned or Special Summoned: You can Tribute 1
face-up "Fire Fist" monster; Set 1 "Fire Formation"
Spell/Trap Card directly from your Deck. You can only
use the effect of "Brotherhood of the Fire Fist - Panther"
once per turn.

This card is definitely for the Chicken deck. 200 DEF? Check. Ease of sending to Graveyard? Yup. 3 stars? Awesome. Maybe that deck'll see a bit more play... I really like Chicken and Choraio.

When this card is activated: Target 1 face-down
Spell/Trap Card your opponent controls; it cannot be
activated while this card is face-up on the field. Your
opponent cannot activate the targeted card in response
to this card's activation. All Beast-Warrior-Type monsters
you control gain 100 ATK.

Interesting card! Sort of like a pocket Xing Zhen Hu Replica you can fetch ... something of a Night Beam that doesn't destroy. I like it. You could probably run one or two to fetch if you're scared of their backrows (or even three - but that seems like it would create dead draws =\).

During the turn this card is activated, if a Beast-Warrior
-Type monster you control attacks a Defense Position
monster, inflict piercing battle damage to your opponent.
All Beast-Warrior-Type monsters you control gain 300 ATK.

I don't really see much use for this. Dragon's Rage sees no play, and I don't imagine this'll be much different. More of a card for casuals. I could be wrong ... but I doubt it.

When this card in your possession is destroyed by your
opponent's card (either by battle or by effect) and sent to
your Graveyard: Shuffle this card into the Deck. You can
target 1 monster in your Graveyard; banish that target,
then Special Summon 1 "Madolche" monster from your Deck,
except "Madolche Hootcake". You can only use this effect of
"Madolche Hootcake" once per turn.

Dohohoho do I see a Tour Guide for Madolche? There are so many things you can do with this card (yes it requires you to play non-Madolche cards, but you did that anyway... brb playing TGU engine ) - instant Messengelato search! Instant rank 3! Instant ... well it doesn't negate the effect of the monster it summons, so you can get creative. Amazing. Its main targets will probably be Messengelato / Cruffssant.

During the End Phase of the turn you activated this card,
add any number of "Spellbook" Spell Cards from your Deck to
your hand, except "Divine Judgment of the Spellbooks", up to
the number of Spell Cards activated this turn after this card
was activated, then Special Summon 1 Spellcaster-Type
monster from your Deck, whose Level is less than or equal
to the number of cards you added to your hand this way. You
can only activate 1 "Divine Judgment of the Spellbooks" per
turn.

All your Spells (not just Spellbooks) float this turn. OP. Go crazy with your big plays, then Special Summon something cool in the End Phase. So much card advantage it's not even funny. Well actually it is pretty funny - after you thin your deck of like five cards, lol. It doesn't even restrict you from adding multiple of the same card.

Very vanilla effect, but solid for competitive play. Xyz are beginning to become more OP with their point removal - I'm not sure what to think of this trend except that maybe Konami is going overboard. Drago-SAC is already potentially seeing play in decks that don't even play Phantom Beastcraft (like Mermail for example...) as a Scrap Dragon, and this is quite strong as well since it doesn't have a per-turn restriction on it (kill two things! yay!). Stats aren't terrible either.

2 Level 4 Winged Beast-Type monsters
Once per turn: You can detach 1 Xyz Material from this
card; until your next Standby Phase, negate the effects
of all face-up cards your opponent currently controls, also
this card gains 300 ATK for each face-up card currently
on the field, except this card.

This card can grow pretty big pretty quickly. Additionally, its negation effect is pretty solid as well - a bit like a Soko effect, except it negates every card your opponent controls, and as such has the same utilities that Tiger King would be able to provide (like removing Zenmaines, Maestroke, or Gachi Gachi). The real question is, when would you want to summon this card over Lightning Plover? That card is just insane. I guess Lightning Plover can't be played in Blackwings, but the only real deck that would want to play Sylphine right now is Harpies because Blackwings isn't much of a deck at the moment.

2 Level 5 monsters
Once per turn: You can detach 1 Xyz Material from this
card to target 1 monster you control; that target can
attack twice during each Battle Phase this turn. Other
monsters you control cannot be targeted for an attack.

A bit like a glorified Daigusto Phoenix at rank 5, with an upgraded effect. The purpose is the same - to swing for game utilizing massive amounts of battle damage. This card accomplishes this very well - and if you make it, Black Luster Soldier can potentially attack 4 times a turn (that's pretty silly... =\). Basically you should probably have won the turn you were able to get two direct swings in with a card that this was boosting (or even itself, if you have nothing bigger), because it offers just enough additional damage potential compared to Blade Armor Ninja for you to be able to do so.

And then we have a bunch of elemental dragons. A four-card cycle, their shared traits of being able to banish two Dragons or cards of their Attribute in order to Special Summon them, possessing an effect if discarded with a card of the same Attribute, and being able to fetch another Dragon of the same Attribute (including themselves) make them very tempting cards to play, but their drawback (?) is that they are returned to the hand after the conclusion of the opponent's turn. These effects add very interesting interactions that I will definitely not be able to finish exploring on this first skim-through of the series, but they have very high potential if played correctly, and all of them are able to fill niches very capably.

You can banish 2 Dragon-Type or EARTH monsters from
your hand or Graveyard, except this card; Special Summon
this card from your hand or Graveyard. During your
opponent's End Phase, if this card was Special Summoned:
Return it to the hand. You can send this card and 1 other
EARTH monster from your hand to the Graveyard to target
1 monster in your Graveyard; Special Summon that target.
When this card is banished: Add 1 EARTH Dragon-Type
monster from your Deck to your hand. You can only use 1
"Redox, the Rigid Suppressor Dragon" effect per turn, and
only once that turn.

Playable in decks that run Machina Fortress (or Burei I guess, that's a level 7 too). This is basically free revival for anything you want in your Graveyard, which is awesome - for example you can dump this to, you know, reborn Fortress and then make a big play into Big Eye or something. It is very unfortunate that its stats are the most lackluster out of the four elemental dragons - which is why it has that amazingly strong effect, though, probably ...

You can banish 2 Dragon-Type or WATER monsters from
your hand or Graveyard, except this card; Special Summon
this card from your hand or Graveyard. During your
opponent's End Phase, if this card was Special Summoned:
Return it to the hand. You can send this card and 1 other
WATER monster from your hand to the Graveyard; send 1
monster from your Deck to the Graveyard. When this card
is banished: Add 1 WATER Dragon-Type monster from your
Deck to your hand. You can only use 1 "Tidal, the Waterfall
Suppressor Dragon" effect per turn, and only once that
turn.

Another useful / potent effect, Tidal's ability is Foolish Burial instead of Redox's (Call of the Haunted? one-sided Reborn? I don't even know); uniquely suited to play in the Nimble Water deck (and in any WATER deck that likes Foolish Burial, really - even Mermail, though Abyssteus features a similar ability because the Foolish part is unnecessary, only the cost payment is), this card has a lot of unexplored opportunities, and its status as a 2600 ATK beater makes it a force to be reckoned with in battle (it beats over <2500 things ... like Shien, Barkion, Leviathan Dragon, Shock Ruler, et cetera, and crashes with Gemknight Pearl and a Giga-Brilliant boosted Shock Ruler).

You can banish 2 Dragon-Type or FIRE monsters from your
hand or Graveyard, except this card; Special Summon this
card from your hand or Graveyard. During your opponent's
End Phase, if this card was Special Summoned: Return it to
the hand. You can send this card and 1 other FIRE monster
from your hand to the Graveyard to target 1 card on the
field; destroy that target. When this card is banished: Add
1 FIRE Dragon-Type monster from your Deck to your hand.
You can only use 1 "Blaster, the Flame Suppressor Dragon"
effect per turn, and only once that turn.

A card with a less obvious niche than the previous two, this card can definitely be played in Lavals - but it is difficult to make good use of this card in any other currently dominant FIRE-attribute deck. In Lavals, however, this is a pocket Raigeki Break (not chainable, but eh - they always like more targeted destruction) as well as extra damage for the OTK, so it is moderately appreciated. It also gives more Pyrorex potential, I suppose - manipulation of Graveyard and so forth.

You can banish 2 Dragon-Type or WIND monsters from your
hand or Graveyard, except this card; Special Summon this
card from your hand or Graveyard. During your opponent's
End Phase, if this card was Special Summoned: Return it to
the hand. You can send this card and 1 other WIND monster
from your hand to the Graveyard; add 1 Dragon-Type
monster from your Deck to your hand. When this card is
banished: Add 1 WIND Dragon-Type monster from your Deck
to your hand. You can only use 1 "Tempest, the Storm
Suppressor Dragon" effect per turn, and only once that turn.

And then we have this card. This card offers a boost to Dragunities, for sure, but the real question is - what decks can use a card that's able to fetch Debris Dragon or REDMD or something like that? Plus, the on-banish effect makes one think immediately of Dark Simorgh - which runs Debris Dragon quite well as well. I am keenly interested in brewing a deck towards this end in the near future, so stay tuned; Tempest is the least obviously powerful card out of these four.

I have a spellbook deck and and even i think Divine Judgement is busted. It allows people who over extend to not get punished. I plus +9'd today from just activating that and playing as normal with Justice too.

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